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What's New in 114 ???

Sat, 24 Aug 2002 16:22:10

roy5050

What "new" features are going to be added<br>into 114-- ?mp3s?, ?more ddf2vc stuff (sectors/line tags)?,?(a playlist 4 music)?,?(support for rts; another edge scripting language)?<br><br>& <br><br>what "old" features are going to be improved upon<br>?Garbage Collection?, ?Support for extreamly large numbers?, ?A linked and/or dynamic structure to the bsp files 4 very large levels?,?more robust error handers?,?AI (I can help in this aera--what do U need/want)?,?an improved glVis that can handle any level that can be built in a doom editor--w/o crashing and/or freezing?<br><br>and when should ver. 115 be avail.<br><br>
Sat, 24 Aug 2002 16:25:16

roy5050

oops, I forgot about trueColor support<br><br>is this a "new" feature or an extension<br><br>of an "old" |<br><br>--@ built in GC prevents unneeded Seg Violations,<br>   just like a built in radar jammer prevents <br>   unneeded traffic violations--
Sat, 24 Aug 2002 17:50:48

Janis Legzdinsh

What "new" features are going to be added into 114--
<br>You mean 1.15?<br><br>
?mp3s?
<br>I already added that hack with fmod, but it's not what I want.<br><br>
?more ddf2vc stuff (sectors/line tags)?
<br>Sure<br><br>
?(a playlist 4 music)?
<br>Maybe<br><br>
?(support for rts; another edge scripting language)?
<br>Nope.<br><br>
what "old" features are going to be improved upon<br>?Garbage Collection?
<br>Possibly.<br><br>
?Support for extreamly large numbers?
<br>What the heck? Why I need something like this. floats/doubles handles them good enough.<br><br>
?A linked and/or dynamic structure to the bsp files 4 very large levels?
<br>Why large levels needs such thing?<br><br>
?more robust error handers?
<br>What did you mean?<br><br>
?AI (I can help in this aera--what do U need/want)?
<br>I don't want to change enemy AI, but bots really needs something better.<br><br>
?an improved glVis that can handle any level that can be built in a doom editor--w/o crashing and/or freezing?
<br>If I'll find something.<br><br>
and when should ver. 115 be avail.
<br>I have no idea.<br>
oops, I forgot about trueColor support
<br>That's quite cheap. I'm also going to add support for JPG files.<br><br>
is this a "new" feature or an extension
<br>More like an extension.<br>
Sat, 24 Aug 2002 18:18:00

roy5050

Why large levels need such things?
<br><br>If memory for lists/trees is allocated dynamiclly at runtime--there would be no need to have any arbiturary limit with respect to level size. The memory on the system could be used to allow very very large levels.<br>(With a pointer structure such as a tree or a list only enough memory to hold the level would need to be allocated. Memory would never be wasted and very very large levels, providing that the user has enough RAM, could be played.<br><br>
What is the point of Robust Error Handlers?
<br><br>A Robust Error Handler will attempt to correct the errors in Real Time while VaVoom is being played so that game play will not be interupted and the game will not crash. <br><br>For example a robust error handler while encountering a<br>math error will attempt to create a variable that will allow game play to continue with little or no interuption--it could be set by a flat such as -robust --<br>if the "Robust Hander" recieved a division by zero message it could force it to return either a 1 or a 0 so that the game would go on.
Sat, 24 Aug 2002 20:24:05

Janis Legzdinsh

If memory for lists/trees is allocated dynamiclly at runtime--there would be no need to have any arbiturary limit with respect to level size. The memory on the system could be used to allow very very large levels.<br>(With a pointer structure such as a tree or a list only enough memory to hold the level would need to be allocated. Memory would never be wasted and very very large levels, providing that the user has enough RAM, could be played.
<br>It is allocated dynamicly. What did you expect - static arrays for level data? Do you know how much memory would takewould be needed for big enough arrays?<br><br>
A Robust Error Handler will attempt to correct the errors in Real Time while VaVoom is being played so that game play will not be interupted and the game will not crash.
<br>It depends on error type.<br><br>
For example a robust error handler while encountering a math error will attempt to create a variable that will allow game play to continue with little or no interuption--it could be set by a flat such as -robust -- if the "Robust Hander" recieved a division by zero message it could force it to return either a 1 or a 0 so that the game would go on.
<br>Sory, but there's no way I can return to the instruction that raised a signal or exception. And if such a division is possible, code must check for it.

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